Effect

Generation I

Hi Jump Kick does damage with a base power of 85. If it misses, the user will take crash damage of 1 HP. If used against a Ghost-type, it will always count as a miss.

In this generation only, if the user of Hi Jump Kick attacks first and faints itself due to crash damage, the target will not attack or be subjected to recurrent damage during that round.

In Stadium, the crash damage is corrected to 1/8 of the potential damage.

Generations II and III

The crash damage is increased from 1 HP to half of the damage it would've dealt if it had hit. The user will receive crash damage if Hi Jump Kick is prevented by Protect or Detect. The user does not receive crash damage due to type immunity, it only displays the type immunity message.

In Stadium 2, the crash damage is adjusted to 1/8 of the potential damage.

Generation IV

Hi Jump Kick's base power is increased from from 85 to 100. It cannot be used if Gravity is in effect. It now crashes due to type immunity

Generation V

Hi Jump Kick's base power is increased from 100 to 130, and its PP is reduced from 20 to 10. The crash damage is now equal to half of the user's max HP, rounded down.

Generation VI

If High Jump Kick is blocked by Mat Block, the user will receive the standard crash damage.

In other games

Table assumes the user is in the square marked by > facing to the right.Orange squares indicate spaces that are hit.Red squares indicate the knockback on hit Pokémon.A blue square indicates the user's position after performing the move.

In the anime

In the main series

Hitmonlee leaps into the air and strikes the opponent with its knee. It gets hurt if the attack misses, or Hitmonlee jumps into the air, front flips and kicks the opponent down, or Hitmonlee jumps into the air and lands in front of the opponent. It then jumps up and knees the opponent with one of its knees.

Scrafty jumps into the air and one of its knees starts to glow red-orange. Scrafty then strikes the opponent with its knee. If the attack misses, when Scrafty lands, the knee that was glowing becomes surrounded briefly in yellow static, damaging it.

Scraggy leaps at the opponent and it swings its knee around once while going towards the opponent. It then thrusts its knee forward and it begins to glow red-orange. It then strikes the opponent with its knee. When Scraggy misses, its knee rams into the ground with great force, causing it to hold its knee in pain.